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To: John Paul Rodman <jp@xxxxxxxx>
Cc: freeciv@xxxxxxxxxxx
Subject: [Freeciv] Re: An idea about diplomacy
From: Tomasz Wegrzanowski <maniek@xxxxxxxx>
Date: Mon, 13 Mar 2000 20:37:31 +0100

On Mon, Mar 13, 2000 at 11:30:26AM -0600, John Paul Rodman wrote:
> Supposedly, there's an option in SMAC 4.0 to make their version of Spies
> "flagless".  As in, you can see the unit, but you can't tell who owns it.  
> This would make it easier to "frame" someone else for certain things.  I
> haven't actually witnessed this in effect, I just read about.  
> 
> I do agree that making them invisible would make them too powerful, but it
> *would* be a cool option.  
> However, I do not think that making them "flagless" would make them much
> more powerful than they already are, and it could make for some very
> interesting game situations.  
> 
> If this were to be implemented, it should be optional at two levels.
> Obviously, it should be a server option.  I also think that it should be
> a "unit" option.  As in a player should be able to set a particular unit's
> "flagless" status.  
> Maybe there should even be an "only my allies can see that I own this 
> unit" option.  Of course, we have to have allies first...  

Flagless units will mess ai's mind, while human player usually will know
whose are they (unless they can paradrop :)).

I just think that we might make a modpack, where the correct strategy is
not settle, settle, settle, but something less obvious, and see, which ruleset
is better. (Second will make it easier for little players to gain hegemonia)

Such modpack could contain :
- invisible diplomats
- infantry ignoring `tired' bonus, more guerilla units
- a dozen new units using new flags
- killcitizen = 0, so we can make huge war before every city is 8+
- all ships loose hps like helicopters when outside of city, with
  different losing speed
- killer wonders cost more
- no disband unit/starve settler option, such units becomes barbarian or
  nearest other player's (settlers maybe changes to military units)
- some others...

And if we correct our generators to make more rivers, maybe allow irigations
only next to rivers|another irigations and set off free-shield, so settlement 
will
be *extremaly* non-unified.



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